forked from BilalY/Rasagar
95 lines
4.1 KiB
C#
95 lines
4.1 KiB
C#
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using System;
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using UnityEngine.UI;
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[TestFixture]
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public class LayoutGroupArrangement
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{
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const float k_LayoutDefaultSize = 100f;
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GameObject m_Canvas;
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GameObject m_LayoutGameObject;
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RectTransform m_Child1;
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RectTransform m_Child2;
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[SetUp]
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public void TestSetup()
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{
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m_Canvas = new GameObject("Canvas", typeof(Canvas));
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m_LayoutGameObject = new GameObject("LayoutGroup", typeof(RectTransform));
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m_LayoutGameObject.transform.SetParent(m_Canvas.transform, false);
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m_LayoutGameObject.GetComponent<RectTransform>().sizeDelta =
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new Vector2(k_LayoutDefaultSize, k_LayoutDefaultSize);
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m_Child1 = new GameObject("Child1").AddComponent<RectTransform>();
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m_Child1.SetParent(m_LayoutGameObject.transform, false);
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m_Child2 = new GameObject("Child2").AddComponent<RectTransform>();
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m_Child2.SetParent(m_LayoutGameObject.transform, false);
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}
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[UnityTest]
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[Category("RegressionTest")]
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[Description("Nested GameObjects without a Layout Element will effect a Layout Group's arrangement (case 1026779)")]
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public IEnumerator LayoutGroup_ShouldResizeChildren_AfterDisablingAndEnablingAnyChild(
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[Values(typeof(HorizontalLayoutGroup), typeof(VerticalLayoutGroup))]
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Type layoutGroup)
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{
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var layoutComponent = (HorizontalOrVerticalLayoutGroup)m_LayoutGameObject.AddComponent(layoutGroup);
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layoutComponent.childForceExpandHeight = true;
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layoutComponent.childForceExpandWidth = true;
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layoutComponent.childControlHeight = true;
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layoutComponent.childControlWidth = true;
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Assert.That(m_LayoutGameObject.GetComponent<RectTransform>().sizeDelta,
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Is.EqualTo(Vector2.one * k_LayoutDefaultSize),
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"Layout's size should not change after adding the " + layoutGroup.Name);
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yield return null;
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// HorizontalLayoutGroup will rearrange the children to have width equal to half the layout's width.
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var expectedWidth = layoutGroup == typeof(HorizontalLayoutGroup)
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? k_LayoutDefaultSize / 2
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: k_LayoutDefaultSize;
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// VerticalLayoutGroup will rearrange the children to have height equal to half the layout's height.
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var expectedHeight = layoutGroup == typeof(VerticalLayoutGroup) ? k_LayoutDefaultSize / 2 : k_LayoutDefaultSize;
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Assert.That(m_Child1.sizeDelta.x, Is.EqualTo(expectedWidth),
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"Adding " + layoutGroup.Name + " did not resize the first child.");
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Assert.That(m_Child1.sizeDelta.y, Is.EqualTo(expectedHeight),
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"Adding " + layoutGroup.Name + " did not resize the first child.");
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Assert.That(m_Child2.sizeDelta, Is.EqualTo(m_Child1.sizeDelta), "Both children should be of the same size.");
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// Disable the second child and verify that the first child is resized to have size equal to the layout's size.
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m_Child2.gameObject.SetActive(false);
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yield return null;
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Assert.That(m_Child1.sizeDelta.x, Is.EqualTo(k_LayoutDefaultSize),
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layoutGroup.Name + " did not resize the first child after disabling the second child.");
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Assert.That(m_Child1.sizeDelta.y, Is.EqualTo(k_LayoutDefaultSize),
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layoutGroup.Name + " did not resize the first child after disabling the second child.");
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// Enable the second child and verify that the first child is resized to the expected width/height.
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m_Child2.gameObject.SetActive(true);
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yield return null;
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Assert.That(m_Child1.sizeDelta.x, Is.EqualTo(expectedWidth),
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layoutGroup.Name + " did not resize the first child after enabling the second child.");
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Assert.That(m_Child1.sizeDelta.y, Is.EqualTo(expectedHeight),
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layoutGroup.Name + " did not resize the first child after enabling the second child.");
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Assert.That(m_Child2.sizeDelta, Is.EqualTo(m_Child1.sizeDelta), "Both children should be of the same size.");
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_Canvas);
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}
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}
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